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* Downsampled reflections (High scalability) now use temporal upsampling without a heavy spatial filtering pass, so that they can match full resolution reflections (Epic scalability). The main difference between scalability is now tonemapping reducing energy for High and a small spatial filter running on thin and unstable features. * Temporal accumulation is now more stable, especially under motion. It uses a wider neighborhood clamp with improved history heuristics. * Ghosting has been somewhat reduced using a tighter neighborhood clamp in YCoCg space and various confidence heuristics speeding up temporal accumulation when a potential mismatch is detected. * Reflections are in general sharper. Corrected temporal reprojection math, spatial filter is less aggressive, has improved edge stoppers and is driven by a temporal variance, which allows it to run only on pixels which didn't converge well. * There's less noise due to a combination of improved temporal accumulation, spatial filtering and a bit of color space crunching which helps to reduce energy in hardest to denoise cases * Fixed various bugs with reading uninitialized data on screen borders and during reprojection * A few optimizations, like using groupshared to calculate temporal neighborhood and skipping certain operations if they aren't needed Performance. Console. 1080p. HWRT. LumenReflectiveTest. Glossy Epic: 2.89ms -> 2.64ms High: 1.63ms -> 1.49ms Mirror Epic: 1.17ms->1.01ms High: 1.94ms->1.74ms [CL 34167848 by krzysztof narkowicz in ue5-main branch]